1 00:00:01,300 --> 00:00:01,720 Oh, no. 2 00:00:01,720 --> 00:00:05,910 I think this video you're going to pose and render our character. 3 00:00:06,020 --> 00:00:14,320 So for the character, as I said before, you need to select your rig and then control are to go to 4 00:00:14,320 --> 00:00:22,240 the pose mode and then you can select any -- you want and then move the mesh that you want to move. 5 00:00:23,230 --> 00:00:23,470 All right. 6 00:00:23,470 --> 00:00:26,290 Let's go out before doing 7 00:00:29,170 --> 00:00:31,870 the whole posing. 8 00:00:32,290 --> 00:00:35,410 Well, I usually do is set up the scene I want. 9 00:00:35,860 --> 00:00:40,420 So let's press shift a go to mesh and make it plain. 10 00:00:40,780 --> 00:00:43,270 Let's skill it up like this. 11 00:00:44,650 --> 00:00:47,240 And let's go a little more. 12 00:00:47,440 --> 00:00:57,400 Select these edges over here and then proceed to extrude them up more like this, and then press these 13 00:00:57,400 --> 00:00:59,980 two edges and then let's build them. 14 00:00:59,990 --> 00:01:10,480 So let's roll beat below and then let's roll the mouse fill roll its up to increase the edges. 15 00:01:10,990 --> 00:01:12,830 So I want something like this. 16 00:01:12,910 --> 00:01:19,540 All right, let's go out of edit mode and let's right click and shade smooth. 17 00:01:20,500 --> 00:01:25,330 Okay, now I have a very interesting background. 18 00:01:25,690 --> 00:01:28,750 Now I need a camera for my rendering. 19 00:01:28,990 --> 00:01:33,160 So as press shifts, I go to here and press on camera. 20 00:01:33,790 --> 00:01:39,280 So now my camera is very small and for movie and you can see it right now over here. 21 00:01:39,430 --> 00:01:40,150 It's over here. 22 00:01:41,410 --> 00:01:43,550 The size of the camera doesn't matter. 23 00:01:43,570 --> 00:01:45,370 Or you can exclude us. 24 00:01:45,370 --> 00:01:48,130 It doesn't matter in the in the scene. 25 00:01:48,130 --> 00:01:48,460 All right. 26 00:01:48,460 --> 00:01:50,170 You just for the viewport. 27 00:01:51,040 --> 00:01:56,890 Then I can do something like this and move it around or something like this. 28 00:01:56,890 --> 00:02:02,170 I already changed the defaults HDTV. 29 00:02:02,650 --> 00:02:03,640 It's an ATP. 30 00:02:04,540 --> 00:02:11,160 And if I press zero on the number, as you can see, we have a wide, wide shot here. 31 00:02:11,170 --> 00:02:16,390 I want like a more vertical shot. 32 00:02:16,390 --> 00:02:19,980 So I change these values to ten, eight. 33 00:02:20,010 --> 00:02:25,540 You know, first you got to go to here to outwit properties and it sends a resolution. 34 00:02:25,930 --> 00:02:36,670 So 1080 P for the X axis and then 920 for the Y axis and then make sure that the aspect ratio as for 35 00:02:36,670 --> 00:02:45,260 the X and Y or Z to one, otherwise you won't get the resolution you want then for changing the camera 36 00:02:45,260 --> 00:02:46,580 on the rotation of the channel. 37 00:02:46,580 --> 00:02:53,770 And on one way you can do this, it is to select the camera and then press or to rotate says on press 38 00:02:53,770 --> 00:02:55,360 g to move it around. 39 00:02:55,360 --> 00:02:58,150 But as you can see, this is very hard to control. 40 00:02:58,150 --> 00:02:58,900 What I do. 41 00:02:58,900 --> 00:03:08,020 I press and I go to a go to review and select this box over here camera to view this will enable me 42 00:03:08,020 --> 00:03:18,090 to when I press zero on number and then when I pan around I actually move the camera, another setting 43 00:03:18,100 --> 00:03:25,600 and usually first set is go to camera sitting over here and then change the focal length for the character. 44 00:03:25,600 --> 00:03:33,520 I usually use something between 45 to 60 millimeter camera, so I'm going to put 60 over here. 45 00:03:33,730 --> 00:03:42,880 I sometimes go even higher to something like 100, but for this case, I think 60 is a good months. 46 00:03:43,510 --> 00:03:50,290 And now this setting I wanted to show you is these composition guides. 47 00:03:50,710 --> 00:03:55,690 So if I enable the composition guide, as you can see, there are some I don't know if you see it in 48 00:03:55,690 --> 00:04:02,650 the recording, but let me maybe maybe go up. 49 00:04:02,650 --> 00:04:03,750 No, the most. 50 00:04:04,390 --> 00:04:07,570 Let's go zooming in these dots over here. 51 00:04:07,570 --> 00:04:10,840 There are some dots over here and some that's over here. 52 00:04:11,170 --> 00:04:12,310 Some thoughts over here. 53 00:04:12,610 --> 00:04:13,930 So what enable enabling? 54 00:04:13,930 --> 00:04:21,880 Turns out the the camera will have some composition because I will have other records as well. 55 00:04:21,880 --> 00:04:26,350 These are some very famous composition gods that you can use. 56 00:04:26,350 --> 00:04:31,720 And if you want to know what was the meaning of these, you can just search them off. 57 00:04:31,720 --> 00:04:38,320 So try and go a composition, search them and you get what they mean when I use a very simple thirds 58 00:04:38,470 --> 00:04:39,100 composition. 59 00:04:39,100 --> 00:04:39,370 Good. 60 00:04:39,790 --> 00:04:45,970 So I'm going to zoom out over here and I want my character to I want to fit my cherry. 61 00:04:45,970 --> 00:04:52,660 So inside this composition guy so wants to shoot to be in this box over here. 62 00:04:53,350 --> 00:04:56,980 And let me zoom in. 63 00:04:57,310 --> 00:04:57,610 So. 64 00:04:57,610 --> 00:04:59,620 But disabling the camera's. 65 00:04:59,660 --> 00:05:05,170 To you, you will disable the option to pan around with the camera. 66 00:05:05,180 --> 00:05:11,570 But if you've got a camera view and what this one disable, if you zoom in, it will zoom the whole 67 00:05:11,570 --> 00:05:13,130 scene to your camera. 68 00:05:13,130 --> 00:05:20,030 So I just zoom in like this and now I see what is my camera right here? 69 00:05:20,720 --> 00:05:28,790 And another thing you do, I go to you for display of my camera and turn that light, crank this option 70 00:05:28,790 --> 00:05:35,340 off so I only see the camera and then all these distractions are gone. 71 00:05:35,870 --> 00:05:36,170 All right. 72 00:05:37,010 --> 00:05:45,410 So as I was saying, I'm using the composition thirds for my composition. 73 00:05:45,800 --> 00:05:47,960 So I'm moving around, which you are not. 74 00:05:47,970 --> 00:05:54,050 If enable these, I can move around with just panning where I want to shoot to be in this box and I 75 00:05:54,050 --> 00:05:56,240 want the head to be in this box over here. 76 00:05:56,240 --> 00:06:02,690 So there is a box for here and there's a box over here, and then the hands will be just over here. 77 00:06:02,960 --> 00:06:03,290 All right. 78 00:06:03,830 --> 00:06:09,560 So some simple stuff and let's move it around. 79 00:06:09,770 --> 00:06:10,820 And I think. 80 00:06:12,190 --> 00:06:14,500 I think this is a good spot right now. 81 00:06:15,700 --> 00:06:19,910 So the head is between these two lines over here. 82 00:06:19,930 --> 00:06:27,490 I don't know if you see these two lines and the shoes and the legs are between the bottom lines. 83 00:06:28,150 --> 00:06:30,130 So this is a good source for me. 84 00:06:30,160 --> 00:06:39,160 I don't want to accidentally move the camera so that if I do this accidentally and I lose all my compositional 85 00:06:39,160 --> 00:06:40,900 right, so I just undo that. 86 00:06:41,530 --> 00:06:51,040 I want to select my camera and then go to object properties and then I want to if I select on this look 87 00:06:51,040 --> 00:06:53,910 Watson, I will look the location of this axis. 88 00:06:53,910 --> 00:07:01,720 So I just press left mouse bottom and then go down like this to disable all this. 89 00:07:02,140 --> 00:07:09,910 Now, if I move now, if I try to move around, I can't because I just looks every location I rotation 90 00:07:09,910 --> 00:07:12,610 is killing off my camera. 91 00:07:13,060 --> 00:07:15,160 All right, so let's just take this scope. 92 00:07:15,400 --> 00:07:19,780 The view, not if you might also select the camera like this and press G. 93 00:07:20,110 --> 00:07:28,060 As you can see, I can't move around so I can rotate it or move it around because I have locked it. 94 00:07:29,350 --> 00:07:29,710 All right. 95 00:07:30,250 --> 00:07:39,850 Now that we have set our camera and let's now try to go to pose. 96 00:07:40,430 --> 00:07:40,980 Okay. 97 00:07:41,530 --> 00:07:41,890 All right. 98 00:07:42,340 --> 00:07:50,790 So let's what's I usually do when I go to posing is I make a new window right here. 99 00:07:50,790 --> 00:07:54,130 And so by going here, I'm making the window. 100 00:07:54,820 --> 00:08:02,110 And now by I'm in this window, I disable the overlays. 101 00:08:02,470 --> 00:08:07,270 I disable all these tools over here because this is just a camera view for me. 102 00:08:07,900 --> 00:08:10,540 All right, well, I can actually. 103 00:08:11,170 --> 00:08:14,980 All right, let's press zero and then this. 104 00:08:15,190 --> 00:08:19,840 You over here will act as my camera camera window. 105 00:08:20,110 --> 00:08:20,320 All right? 106 00:08:20,380 --> 00:08:24,640 And then I can adjust things over here and look around in this. 107 00:08:24,910 --> 00:08:32,630 And then if I press control, is space on any of these windows, it will just maximize the windows control 108 00:08:32,659 --> 00:08:33,610 space in this area. 109 00:08:33,610 --> 00:08:36,039 And this is in this will maximize the window. 110 00:08:36,309 --> 00:08:43,059 So by by just doing the 111 00:08:45,910 --> 00:08:52,660 the pausing in this window and then seeing how we will affect in the in the render, let's enable the 112 00:08:52,660 --> 00:09:00,730 lights over here and then let's just go to the in the render view over here and then see what we got 113 00:09:00,730 --> 00:09:01,210 over here. 114 00:09:02,710 --> 00:09:03,370 All right. 115 00:09:03,490 --> 00:09:08,320 So let's actually give a material to our grounds over here. 116 00:09:08,620 --> 00:09:10,990 Let's continue and give him material. 117 00:09:10,990 --> 00:09:13,110 I want something dark for now. 118 00:09:13,120 --> 00:09:14,080 We'll change it later. 119 00:09:14,620 --> 00:09:20,740 And then with reference to 100% just for the viewing. 120 00:09:20,920 --> 00:09:28,720 So just so our eyes doesn't get tired all the time by looking at it, that's all we can later come back 121 00:09:28,720 --> 00:09:30,490 here and adjust the grounds. 122 00:09:30,510 --> 00:09:42,850 And so let's get back to our posing and now let's go to actually shading mode so the computer doesn't 123 00:09:42,850 --> 00:09:43,620 cry. 124 00:09:44,050 --> 00:09:51,670 You might take a the performance just rigging is just posing is a lot. 125 00:09:52,210 --> 00:09:54,010 It takes a lot of CPU and all that. 126 00:09:54,490 --> 00:09:59,560 So let's go to possible control tab and I want to start with the head. 127 00:09:59,560 --> 00:10:03,330 So by clicking on this board I can start and changing the head. 128 00:10:03,340 --> 00:10:05,260 I want to rotate the head over here. 129 00:10:05,260 --> 00:10:13,060 So I press r towards the head and then I'm just looking at the camera view and then this press r. 130 00:10:15,520 --> 00:10:15,880 All right. 131 00:10:15,880 --> 00:10:25,090 In this case with the head, the fury free a rotation works better to freely rotate any objects. 132 00:10:25,660 --> 00:10:34,000 You just double tap on or so I'm just double tapping are fully free for free rotation. 133 00:10:34,620 --> 00:10:41,830 Then I can adjust the head on once the head to face the camera, something like this. 134 00:10:42,490 --> 00:10:42,850 All right. 135 00:10:42,850 --> 00:10:50,260 And then this verse or two, it's just but at the neck a little bit. 136 00:10:50,410 --> 00:10:58,210 I'm just with the simple ah, let's just give it an expression, something like this. 137 00:10:58,210 --> 00:11:02,110 Let's zoom in in this and then let's see better. 138 00:11:05,320 --> 00:11:14,440 Something like this, maybe a little rotation in the neck, and then let's go to the arm. 139 00:11:14,440 --> 00:11:21,760 As I said in the last video for the arm will usually use the Ike or here this is Ike and Ike. 140 00:11:22,210 --> 00:11:26,920 And with moving it, the whole arm will move with this. 141 00:11:26,990 --> 00:11:27,520 Okay. 142 00:11:28,000 --> 00:11:40,450 So I want to give it a simple, simple expression, like waving, like giving some wave and wave and 143 00:11:40,450 --> 00:11:40,930 all that. 144 00:11:41,050 --> 00:11:49,870 All right, so let's just move around and rotate degrees like this, rotate degrees like this, and 145 00:11:49,870 --> 00:11:56,050 then move the hand or the piece of board like this. 146 00:11:56,710 --> 00:11:57,040 All right. 147 00:11:57,790 --> 00:12:00,550 And it's rotate the wrists. 148 00:12:08,810 --> 00:12:09,110 Okay. 149 00:12:09,590 --> 00:12:19,350 Let's just move it always a bit toward this to the left and then roots at the wrist to the right, maybe? 150 00:12:19,370 --> 00:12:21,110 No, it was it was too much. 151 00:12:21,560 --> 00:12:26,900 It was move it in the x axis like this and then rotated. 152 00:12:30,830 --> 00:12:34,130 This may be moving a little bit further. 153 00:12:34,430 --> 00:12:38,640 We can also move it in the Y axis a little bit forwards. 154 00:12:38,670 --> 00:12:40,660 Yeah, the hand goes forward. 155 00:12:40,670 --> 00:12:41,630 That's more natural. 156 00:12:42,680 --> 00:12:49,210 This and also let's select this, this joint over here. 157 00:12:49,220 --> 00:12:56,750 This is the O and and just let's be G, let's move it a little bit. 158 00:12:56,750 --> 00:12:59,840 So we have some flexion of the hand over here. 159 00:13:00,590 --> 00:13:02,960 So you can also tested in your hand. 160 00:13:02,960 --> 00:13:08,710 This is kind of hard and then you're doing it for the first time to get adjustment. 161 00:13:09,230 --> 00:13:16,730 Use your hand, use your body to see how the shapes look like when you do things right. 162 00:13:20,680 --> 00:13:24,460 So I need to rotate the wrist a little bit right here. 163 00:13:25,030 --> 00:13:28,600 And what I'm thinking, I need to adjust fingers as well. 164 00:13:31,920 --> 00:13:33,060 So let's rotate it. 165 00:13:33,690 --> 00:13:34,710 Something like this. 166 00:13:35,440 --> 00:13:36,690 And this is quite good. 167 00:13:36,720 --> 00:13:39,450 This is toward the camera right here. 168 00:13:39,450 --> 00:13:43,080 So something like waving toward the camera. 169 00:13:45,090 --> 00:13:47,880 And I think that overall looks good as well. 170 00:13:48,120 --> 00:13:56,160 I'm looking at this area maybe by changing the and this one over here, maybe rotating, it will make 171 00:13:56,430 --> 00:14:01,890 this area look better, maybe rotated like this. 172 00:14:03,300 --> 00:14:04,930 Now it make a force. 173 00:14:05,550 --> 00:14:09,960 So maybe rotated a little bit just so that our rotation. 174 00:14:20,430 --> 00:14:21,450 Let's move it. 175 00:14:21,570 --> 00:14:22,950 Let's test moving. 176 00:14:23,250 --> 00:14:25,980 The moving of this will affect it. 177 00:14:26,760 --> 00:14:31,020 All right, I'll move that a little bit forwards and. 178 00:14:35,120 --> 00:14:38,850 I need to rotate the whole thing over here. 179 00:14:38,850 --> 00:14:49,140 So it's rotated with double or rotated like this and then select the okay of the hand over here, this 180 00:14:49,140 --> 00:14:56,280 one, and rotate this one as well and maybe move it a little bit. 181 00:14:59,950 --> 00:15:00,820 Like this. 182 00:15:05,370 --> 00:15:11,310 And for now, let's let's let's leave it as it is for now. 183 00:15:11,310 --> 00:15:14,610 We can go back always and adjust things. 184 00:15:14,610 --> 00:15:21,150 We can also do a little bit more rotation over here, maybe. 185 00:15:21,990 --> 00:15:22,320 Yeah. 186 00:15:22,440 --> 00:15:23,040 Or here. 187 00:15:23,400 --> 00:15:24,120 That's better. 188 00:15:27,920 --> 00:15:30,080 And then rotation. 189 00:15:33,890 --> 00:15:35,720 It's rotational like this. 190 00:15:39,100 --> 00:15:43,990 The moves, move it, which is a bit backwards. 191 00:15:47,560 --> 00:15:48,460 Something like this. 192 00:15:50,320 --> 00:16:00,850 Then let's let's go here and let's let's bring the fingers a little bit toward each other. 193 00:16:00,850 --> 00:16:10,090 So we are rotate the fingers and you can also adjust the length of the fingers. 194 00:16:10,090 --> 00:16:19,930 So let's just increase the length of this finger by pressing GM, move it up and let's rotate this finger 195 00:16:20,710 --> 00:16:23,020 over here and get it closer. 196 00:16:23,860 --> 00:16:25,660 And this one as well. 197 00:16:27,630 --> 00:16:28,680 Let's get closer. 198 00:16:30,870 --> 00:16:35,690 More then to Tom as well. 199 00:16:37,530 --> 00:16:43,230 Now immediately looks more national security, even more national. 200 00:16:44,040 --> 00:16:49,530 To look more even more national, let's select this joint or here on this. 201 00:16:49,560 --> 00:16:52,350 Give it some really subtle events. 202 00:16:52,470 --> 00:16:53,790 It shouldn't be too much. 203 00:16:53,790 --> 00:16:57,630 Just sort of looking at the camera over you on the top window. 204 00:16:58,410 --> 00:17:02,520 Just we sort of it shouldn't be too much. 205 00:17:03,510 --> 00:17:07,790 Otherwise it wouldn't be just the times, right? 206 00:17:07,800 --> 00:17:12,480 Just sort of flexion of these joints. 207 00:17:18,369 --> 00:17:20,650 So it wouldn't be too much straits. 208 00:17:21,910 --> 00:17:24,640 Of course, this is a stylized character. 209 00:17:24,930 --> 00:17:33,580 Let's by doing small things like this, this will the final result will look lots more appealing. 210 00:17:33,610 --> 00:17:35,530 Did I write? 211 00:17:35,770 --> 00:17:38,980 Which is some really small selection? 212 00:17:40,240 --> 00:17:49,570 Now let's just select the other hand the IK of the left hand and then just press G to move it down. 213 00:17:50,980 --> 00:17:52,810 And what I'm going to do. 214 00:17:52,810 --> 00:17:53,290 I see. 215 00:17:53,290 --> 00:17:53,860 I'm going to. 216 00:17:57,280 --> 00:18:00,070 Yet was rerouted to restart. 217 00:18:05,260 --> 00:18:06,790 Move it here. 218 00:18:09,150 --> 00:18:10,620 Something like this. 219 00:18:11,550 --> 00:18:12,930 What is it around? 220 00:18:17,530 --> 00:18:18,220 And. 221 00:18:20,680 --> 00:18:25,240 I want to get it closer to the to the shirts and the pants. 222 00:18:26,250 --> 00:18:29,080 Something like this, I think, works. 223 00:18:31,360 --> 00:18:34,930 Yeah, something like this. 224 00:18:39,260 --> 00:18:43,280 And then what we can do, we can select these joints. 225 00:18:43,850 --> 00:18:53,310 And because we are walking on the hand, we can go to item two recliners and disable anything else that 226 00:18:53,330 --> 00:18:55,040 we're not tweaking right now. 227 00:18:55,040 --> 00:18:56,290 So just fingers. 228 00:18:56,300 --> 00:18:57,920 So now we just have fingers. 229 00:18:58,700 --> 00:19:00,680 Now it's a lot easier to see. 230 00:19:01,220 --> 00:19:03,860 Let's select these. 231 00:19:06,350 --> 00:19:09,320 Johns and moves them like this. 232 00:19:09,770 --> 00:19:19,970 So there's some sort of disjoint for the index finger and move it up a little bit. 233 00:19:34,580 --> 00:19:42,290 Something like this that's like this joint or here and rotated rates are moving closer to the other 234 00:19:42,440 --> 00:19:43,010 finger. 235 00:19:44,330 --> 00:19:48,980 And be careful to not clip between objects like this. 236 00:19:49,490 --> 00:19:52,880 Just place press g and move it out. 237 00:19:54,290 --> 00:19:55,100 Look this. 238 00:20:01,180 --> 00:20:09,370 All right, now let's do the same thing for the other two fingers as parents are, and then this press 239 00:20:09,430 --> 00:20:10,900 g to be out. 240 00:20:11,650 --> 00:20:24,160 So we are making some we are making some little adjustments to the fingers, although like this finger 241 00:20:24,160 --> 00:20:26,350 isn't going to be seen in the render. 242 00:20:26,950 --> 00:20:29,710 Well, let's just move it a little bit. 243 00:20:30,010 --> 00:20:34,720 It would be fine when we rotate around that character. 244 00:20:35,020 --> 00:20:40,870 And then let's just select the whole index of this finger and the move it closer to the other finger. 245 00:20:40,870 --> 00:20:44,950 And do the same thing for the other finger. 246 00:20:52,280 --> 00:20:53,470 Now what's human? 247 00:20:53,480 --> 00:20:55,610 Do the same thing with the other hand we did. 248 00:20:55,880 --> 00:21:04,100 We want a little bit more flexion for or the bending for the joints over here to look more natural. 249 00:21:04,490 --> 00:21:08,660 So first, I think this in this with the is too close. 250 00:21:08,660 --> 00:21:14,690 So let's just without holds like this and. 251 00:21:17,660 --> 00:21:17,960 Yeah. 252 00:21:18,110 --> 00:21:28,420 This this one as well needs to move it quite a bit bit or move it or a little bit down. 253 00:21:28,430 --> 00:21:30,740 I want to move it always a bit down. 254 00:21:30,830 --> 00:21:31,880 We are. 255 00:21:34,930 --> 00:21:43,600 Now it start with the index finger and select the second joint and then press double or to. 256 00:21:45,240 --> 00:21:49,380 Flex and the band did the same thing for this one. 257 00:21:51,860 --> 00:21:53,970 And do the same thing for this one. 258 00:21:56,840 --> 00:22:04,130 Then there's just select the whole index and press are to move it outside. 259 00:22:04,760 --> 00:22:06,950 Not cleaving to the objects. 260 00:22:10,940 --> 00:22:16,970 So moving outside, not sleeping with objects like this 261 00:22:19,280 --> 00:22:21,190 and this. 262 00:22:38,210 --> 00:22:46,550 Me removing an object with or 400 or two C, so that's why we need to always 263 00:22:50,720 --> 00:22:51,890 optimize our work. 264 00:22:52,400 --> 00:22:58,070 But I wanted to show you how two words expands the face and the eyes. 265 00:22:58,460 --> 00:23:00,830 So that's why I applied the subdivision rules. 266 00:23:01,130 --> 00:23:09,620 We could have if we just went with the materials, it would have just had a lot less geometry. 267 00:23:11,920 --> 00:23:15,700 I want to listen to this one. 268 00:23:15,730 --> 00:23:19,330 This is the POM control. 269 00:23:19,330 --> 00:23:26,470 So it will control the area around this area and especially the fourth and fifth fingers. 270 00:23:26,980 --> 00:23:28,900 This press g to move it over. 271 00:23:28,900 --> 00:23:36,340 It's a bit outside maybe, and it's immediately looking better over here. 272 00:23:36,820 --> 00:23:41,020 But I think this hand, I think, was rotated. 273 00:23:41,680 --> 00:23:43,000 The poem a little bit. 274 00:23:47,550 --> 00:23:54,480 Not to a degree that it would be deform too much, but make it like this. 275 00:23:54,480 --> 00:23:59,370 So everything is kind of in a better form. 276 00:24:00,720 --> 00:24:09,300 And also want to move from downwards a bit to make it closer to the other. 277 00:24:12,880 --> 00:24:19,360 Fingers, then maybe move it to Tom or here of the outside. 278 00:24:20,680 --> 00:24:21,160 All right. 279 00:24:25,680 --> 00:24:26,670 So let's. 280 00:24:30,460 --> 00:24:30,980 That's what we know. 281 00:24:30,980 --> 00:24:31,850 It's a bit outside. 282 00:24:32,050 --> 00:24:33,160 These fingers are. 283 00:24:39,510 --> 00:24:40,050 Course. 284 00:24:40,050 --> 00:24:43,950 And the bills and the. 285 00:24:47,610 --> 00:24:48,840 Tom is. 286 00:24:49,800 --> 00:24:50,550 Well, it's a bit. 287 00:24:53,600 --> 00:24:54,410 Detacheds. 288 00:26:07,730 --> 00:26:14,900 Now I'm selecting the turd joints to make song and things like this. 289 00:26:29,420 --> 00:26:30,610 Now who's better? 290 00:26:30,950 --> 00:26:36,890 The friendly means more as well, so you can get some shapes over here for the knuckles. 291 00:26:36,890 --> 00:26:38,600 Eidsvold will be great. 292 00:26:40,010 --> 00:26:40,760 But 293 00:26:43,190 --> 00:26:48,440 will you put a lot of time into doing the posing? 294 00:26:50,280 --> 00:26:59,600 Well, I think the simple I think I have to be happy with just this one. 295 00:26:59,600 --> 00:27:04,430 So it wouldn't take too much to pose this. 296 00:27:07,750 --> 00:27:08,260 One. 297 00:27:11,150 --> 00:27:12,740 To this one hand. 298 00:27:13,360 --> 00:27:17,840 It gets tricky when you're doing some certain band things and all that. 299 00:27:19,790 --> 00:27:20,210 All right. 300 00:27:20,450 --> 00:27:23,060 Now, as for the hand, well, let's see. 301 00:27:23,070 --> 00:27:26,060 I don't think I want to move the body. 302 00:27:26,190 --> 00:27:27,620 Let's do that now. 303 00:27:28,910 --> 00:27:30,450 Let's see where we get source. 304 00:27:30,890 --> 00:27:34,850 Enable the disabled the fingers and enable the torso. 305 00:27:34,850 --> 00:27:37,370 Tweak the torso itself over here. 306 00:27:38,180 --> 00:27:42,560 And now let's select this phone over here and then let's change it. 307 00:27:43,160 --> 00:27:51,950 Let's do some exaggerated like this to see to what degree we can go and then we can do something like 308 00:27:51,950 --> 00:27:52,280 this. 309 00:27:52,640 --> 00:27:54,080 Well, it's a bit bending. 310 00:27:54,080 --> 00:27:56,350 May help in this situation. 311 00:27:56,360 --> 00:27:59,960 Like give it some more expression. 312 00:28:02,670 --> 00:28:03,990 I need to do it. 313 00:28:04,890 --> 00:28:05,730 Subtle. 314 00:28:06,030 --> 00:28:07,620 You can also move it. 315 00:28:07,620 --> 00:28:08,340 Maybe. 316 00:28:08,610 --> 00:28:12,710 Maybe Ritchie, move it forward, like. 317 00:28:12,720 --> 00:28:15,000 Or let it be the torso. 318 00:28:17,150 --> 00:28:19,600 Oh, no, I think that's ideal. 319 00:28:19,610 --> 00:28:20,530 That's selected. 320 00:28:25,470 --> 00:28:27,100 This one over here, the chest lawn. 321 00:28:27,950 --> 00:28:34,530 You can make it to bend over, bends forward or bend backwards. 322 00:28:34,860 --> 00:28:37,200 I don't think it works in this case. 323 00:28:38,700 --> 00:28:44,430 We can also maybe know it doesn't work in this case. 324 00:28:46,660 --> 00:28:47,710 All right, so just. 325 00:28:47,920 --> 00:28:48,490 Let's just. 326 00:28:51,250 --> 00:28:54,530 Stick to the simple torso. 327 00:28:54,550 --> 00:28:56,940 Or we can do something crazy like this. 328 00:28:56,950 --> 00:28:57,490 Maybe, huh? 329 00:28:58,900 --> 00:28:59,480 Maybe. 330 00:29:00,450 --> 00:29:04,960 You know, you might walk some. 331 00:29:10,130 --> 00:29:11,710 Something like this. 332 00:29:12,190 --> 00:29:14,900 It doesn't look too symmetrical. 333 00:29:14,900 --> 00:29:20,750 Like this site is up for this slide down for something like this. 334 00:29:21,440 --> 00:29:21,680 Yeah. 335 00:29:23,090 --> 00:29:23,760 Like this. 336 00:29:23,900 --> 00:29:30,940 But as you can see, the bolts over here, it has deformed by moving boom. 337 00:29:32,210 --> 00:29:33,140 So. 338 00:29:34,780 --> 00:29:41,630 So I'm gonna delete the armature of these belts over here. 339 00:29:42,170 --> 00:29:42,600 All right. 340 00:29:42,620 --> 00:29:44,210 And then it's going to reset it. 341 00:29:45,410 --> 00:29:45,920 Hmm. 342 00:29:46,880 --> 00:29:48,230 Or maybe let's go back. 343 00:29:48,350 --> 00:29:50,330 Let's go back to undo. 344 00:29:51,110 --> 00:29:53,420 So the torso is now in the. 345 00:29:53,540 --> 00:29:54,740 In the neutral position. 346 00:29:54,890 --> 00:29:55,310 All right. 347 00:29:56,270 --> 00:30:02,130 Now, let's go out of the puzzle object or go to the bolt, and now let's delete the omission. 348 00:30:02,150 --> 00:30:04,340 Now it has the right shape. 349 00:30:04,760 --> 00:30:12,950 Let's press alt p clear pants and keep trying to keep the transformation. 350 00:30:13,790 --> 00:30:16,690 This press control is Q always, always. 351 00:30:16,700 --> 00:30:23,960 And then what we can do, as I showed you in the last video, press the object first. 352 00:30:24,050 --> 00:30:27,740 Press the start objects. 353 00:30:28,490 --> 00:30:32,270 Press your armature and then control. 354 00:30:32,300 --> 00:30:35,030 Start to go to pose more press. 355 00:30:36,050 --> 00:30:37,280 Select your own. 356 00:30:37,310 --> 00:30:38,720 In this case, this is the phone. 357 00:30:38,720 --> 00:30:40,760 And this is the right one for me. 358 00:30:41,660 --> 00:30:47,150 And then control P ends and hand it to the pawn now. 359 00:30:47,150 --> 00:30:49,850 And I'll move this one over here. 360 00:30:50,060 --> 00:30:50,540 The. 361 00:30:53,220 --> 00:30:57,400 The bolts should move as well, and it does in this case. 362 00:30:57,400 --> 00:31:01,230 But I think I painted it into the wrong one maybe. 363 00:31:02,010 --> 00:31:04,620 Let's let's know it's asteroid. 364 00:31:04,980 --> 00:31:06,430 So it doesn't move. 365 00:31:06,840 --> 00:31:08,610 It doesn't move with this one. 366 00:31:09,540 --> 00:31:12,540 And it might just work or not. 367 00:31:15,170 --> 00:31:15,410 All right. 368 00:31:15,460 --> 00:31:19,170 I painted it into the wrong form, so let's do it all again. 369 00:31:20,480 --> 00:31:24,110 This press all up to your parents. 370 00:31:24,590 --> 00:31:33,950 Now, if you could now select the Read Control tab and then with this issue, the move. 371 00:31:34,070 --> 00:31:34,700 That's right. 372 00:31:35,120 --> 00:31:38,660 So let's select this one over here. 373 00:31:39,020 --> 00:31:43,480 This one, then we want it to move and we want it to rotate like this. 374 00:31:43,490 --> 00:31:47,060 And as you can see now, the ball doesn't move that spans. 375 00:31:47,060 --> 00:31:54,800 It's just this one control P and then born and now let's see what we have here. 376 00:31:55,520 --> 00:32:01,550 So another problem is that it doesn't move accordingly with the pants. 377 00:32:03,080 --> 00:32:03,650 All right. 378 00:32:03,650 --> 00:32:04,580 So. 379 00:32:08,200 --> 00:32:08,450 Right. 380 00:32:17,730 --> 00:32:20,280 We can also not move. 381 00:32:21,270 --> 00:32:22,050 That's warm. 382 00:32:22,080 --> 00:32:27,300 We can just move the torso bone, like rotate it like this baby. 383 00:32:27,450 --> 00:32:32,010 And it also makes the head move towards an angle. 384 00:32:32,760 --> 00:32:35,850 And it might be it might be even a better option. 385 00:32:37,800 --> 00:32:41,620 So it's just let's just do it all over again. 386 00:32:41,940 --> 00:32:50,610 Call your parents, select the armature and this form, and then control P and then boom. 387 00:32:51,670 --> 00:32:52,980 Now, let's see. 388 00:32:53,100 --> 00:32:56,100 Just doing this will do the trick. 389 00:32:57,330 --> 00:32:58,170 So go. 390 00:33:01,750 --> 00:33:04,450 Rotation of the heat up the torso. 391 00:33:06,430 --> 00:33:10,000 It will give a lot of more interest to the character. 392 00:33:10,480 --> 00:33:16,170 When you break symmetry, it will make the character more interesting. 393 00:33:16,190 --> 00:33:24,180 So always after doing your work, after doing all the symmetrical work, try to break the symmetry. 394 00:33:24,190 --> 00:33:27,850 We're going to discuss about this more in the sculpting section. 395 00:33:29,290 --> 00:33:38,350 But in every level, every way you make your character in the last stages, you need to break the symmetry 396 00:33:38,890 --> 00:33:40,030 to make it more interesting. 397 00:33:40,030 --> 00:33:41,800 So I think that's better. 398 00:33:42,490 --> 00:33:46,550 And maybe we need more adjustments for the hands over here. 399 00:33:46,570 --> 00:33:47,740 Boards are notes. 400 00:33:48,250 --> 00:33:49,210 I'm happy with this. 401 00:33:49,790 --> 00:33:57,340 Let's establish the torso, enable the fingers, and let's press this. 402 00:33:58,390 --> 00:34:00,190 Joints or joints over here. 403 00:34:01,060 --> 00:34:03,700 That's just around. 404 00:34:06,420 --> 00:34:07,980 To get a better angle. 405 00:34:11,610 --> 00:34:12,330 Like this. 406 00:34:18,480 --> 00:34:18,810 All right. 407 00:34:20,790 --> 00:34:26,130 Now let's go through the leg and see what we can do with the leg. 408 00:34:26,139 --> 00:34:30,750 So let's enabled the leg in case. 409 00:34:31,560 --> 00:34:32,010 All right. 410 00:34:32,850 --> 00:34:34,790 And now let's. 411 00:34:35,469 --> 00:34:38,130 Let's see what we can do with this bone over here. 412 00:34:38,699 --> 00:34:39,270 Nope. 413 00:34:39,989 --> 00:34:42,150 I think the idea was select. 414 00:34:42,210 --> 00:34:43,179 Okay, we're here. 415 00:34:43,199 --> 00:34:43,800 This is the. 416 00:34:43,860 --> 00:34:51,000 Okay, and let's move it around and see what we get over there in this area. 417 00:34:51,000 --> 00:34:52,980 So let's just rotated. 418 00:34:52,980 --> 00:34:56,730 Maybe be no, let's first move it with G. 419 00:34:56,850 --> 00:34:58,050 So let's just move it. 420 00:34:58,050 --> 00:34:59,550 Ritchie, over here. 421 00:35:02,790 --> 00:35:04,620 And over here, maybe. 422 00:35:07,040 --> 00:35:08,330 Let's move backward. 423 00:35:08,510 --> 00:35:08,840 Right. 424 00:35:09,530 --> 00:35:09,820 Yep. 425 00:35:09,860 --> 00:35:10,610 I like that. 426 00:35:11,450 --> 00:35:16,490 So G and Y of his G and y to me would also be bad. 427 00:35:16,760 --> 00:35:18,980 You shouldn't be too much like this. 428 00:35:19,250 --> 00:35:19,660 More. 429 00:35:19,790 --> 00:35:21,200 This must be enough. 430 00:35:22,580 --> 00:35:23,480 And we can. 431 00:35:23,480 --> 00:35:28,350 What we can do is that we can rotate this with our toward the ground. 432 00:35:28,370 --> 00:35:34,450 Oh, it's a bit or actually toward a fault like this. 433 00:35:34,490 --> 00:35:36,770 So it would be warm like this. 434 00:35:37,250 --> 00:35:38,000 So you would. 435 00:35:40,820 --> 00:35:45,260 Like Seems that he's walking. 436 00:35:46,070 --> 00:35:50,570 So it seems that he's in the in the in the in the walking cycle. 437 00:35:54,250 --> 00:35:55,150 Like this. 438 00:35:55,810 --> 00:35:58,740 Let's go to the render mode and see what we see. 439 00:35:58,750 --> 00:35:59,650 See we get. 440 00:36:04,530 --> 00:36:05,550 Something like this. 441 00:36:05,560 --> 00:36:08,340 I maybe rotated a little bit to the left. 442 00:36:14,060 --> 00:36:15,560 I know it's the right. 443 00:36:27,890 --> 00:36:29,780 Let's select this one over here. 444 00:36:31,490 --> 00:36:36,560 And with this one, we can adjust the forefoot. 445 00:36:49,300 --> 00:36:54,060 It's making a lot of changes. 446 00:36:54,070 --> 00:36:57,220 I think it's because we change the way it's paints over here. 447 00:36:58,450 --> 00:37:01,960 That's when I was showing you how to change the way it spins. 448 00:37:02,590 --> 00:37:11,230 So let's not use a phone over the I was to use this phone to choose the four or four foot, always a 449 00:37:11,230 --> 00:37:11,590 bit. 450 00:37:13,630 --> 00:37:15,520 And bring it down like this. 451 00:37:15,530 --> 00:37:16,760 Like something like this? 452 00:37:16,780 --> 00:37:17,050 Yeah. 453 00:37:19,020 --> 00:37:20,460 That's what I wanted. 454 00:37:20,580 --> 00:37:24,720 A little bit of information on the other problem here. 455 00:37:27,980 --> 00:37:28,430 Hmm. 456 00:37:29,210 --> 00:37:33,350 So what we can do is go to edit more of this shoe. 457 00:37:40,410 --> 00:37:43,440 Edit more of the sure safe verse with control. 458 00:37:43,480 --> 00:37:46,050 Is this because it is one of those shoes? 459 00:37:46,150 --> 00:37:48,110 Then I want to select these edges. 460 00:37:48,120 --> 00:37:48,810 This is just. 461 00:37:49,050 --> 00:37:52,320 These faces seem to have the wrong material. 462 00:37:53,190 --> 00:37:53,770 It seems. 463 00:37:53,800 --> 00:37:59,610 So let's go to material and select this material on and sign. 464 00:38:07,290 --> 00:38:08,100 Oh, where I. 465 00:38:20,950 --> 00:38:26,730 This height, this front face with each height, this one all edge. 466 00:38:26,740 --> 00:38:35,410 And then let's assign these faces to this one and this one. 467 00:38:43,910 --> 00:38:54,580 We can to the better way is to go to site view and enable x ray with all that and then just select the 468 00:38:54,580 --> 00:39:00,280 whole front food and then assign it to this material over here. 469 00:39:02,110 --> 00:39:09,310 And now all the faces have the same material in the front. 470 00:39:13,360 --> 00:39:13,960 Now. 471 00:39:14,020 --> 00:39:16,120 Yeah, we fixed the problem over here. 472 00:39:16,780 --> 00:39:17,800 So 473 00:39:22,090 --> 00:39:24,680 let's see what else we can do. 474 00:39:24,700 --> 00:39:27,730 So we go out of edit mode. 475 00:39:28,100 --> 00:39:29,670 It's just adjusted. 476 00:39:29,980 --> 00:39:37,480 When we go to edit mode, the object goes to the to the first position before the armature. 477 00:39:37,570 --> 00:39:42,880 So if you want to have your character in this pose, you need to apply the armature. 478 00:39:44,800 --> 00:39:45,870 When you go to edit mode. 479 00:39:47,170 --> 00:39:50,490 So now that's good for the left one. 480 00:39:50,500 --> 00:39:53,470 But should we do anything for the right foot? 481 00:39:54,250 --> 00:39:56,970 So select the armature. 482 00:39:56,980 --> 00:39:57,970 Go to pose mode. 483 00:40:01,690 --> 00:40:03,040 And let's. 484 00:40:05,490 --> 00:40:08,430 This may be rotated to the right. 485 00:40:12,110 --> 00:40:14,650 So like this, the four foot one. 486 00:40:16,870 --> 00:40:18,860 Hollywood says it doesn't live, actually. 487 00:40:31,200 --> 00:40:31,530 Hmm. 488 00:40:33,240 --> 00:40:35,730 Then I'm not gonna use that. 489 00:40:36,240 --> 00:40:39,190 Let's see how we can change the law here. 490 00:40:39,250 --> 00:40:40,360 No, I'm not going to use that. 491 00:40:40,380 --> 00:40:41,100 Let's see. 492 00:40:41,520 --> 00:40:41,770 What. 493 00:40:42,030 --> 00:40:47,760 What can I do with this phone or here that I can use the back foot? 494 00:40:48,090 --> 00:40:49,020 Back of the foot. 495 00:40:49,680 --> 00:40:50,820 So if I press. 496 00:40:50,820 --> 00:40:55,800 Or they can bring the food like this. 497 00:40:58,600 --> 00:40:59,650 This is actually good. 498 00:40:59,680 --> 00:41:11,050 This actually seems to help us to give this idea that this character in is in the cycle of walking and 499 00:41:11,050 --> 00:41:13,060 maybe he's walking towards someone. 500 00:41:13,810 --> 00:41:16,990 So it will give it a lots more story. 501 00:41:17,350 --> 00:41:21,910 And again, the shapes are not symmetrical, then it's not. 502 00:41:22,270 --> 00:41:28,390 The right leg is bent forward like this, and the left right leg is a straight. 503 00:41:28,660 --> 00:41:30,790 So both on the straight. 504 00:41:30,790 --> 00:41:36,220 And it gives a lot more appealing to the look of our character. 505 00:41:36,880 --> 00:41:37,210 All right. 506 00:41:37,210 --> 00:41:40,690 Let's bring up the grounds over here. 507 00:41:40,720 --> 00:41:49,840 As I said, we need to make sure that the foot is actually on the ground. 508 00:41:50,020 --> 00:41:55,690 So let's go to the pause mode, select the ground and then move it up. 509 00:41:57,190 --> 00:41:58,240 Like this. 510 00:42:05,360 --> 00:42:07,460 So you should go. 511 00:42:11,500 --> 00:42:15,680 Inside of the ground saw the other shoe. 512 00:42:15,700 --> 00:42:17,350 Part of it is inside the ground. 513 00:42:17,350 --> 00:42:19,060 But this is not. 514 00:42:20,800 --> 00:42:28,960 This means that the back of the fruits of this foot is not in the right direction. 515 00:42:28,960 --> 00:42:30,970 So it's like the idea of the foot. 516 00:42:31,420 --> 00:42:38,830 GZ To bring it down, the school actually changed the camera to the beneath the ground, the press. 517 00:42:38,830 --> 00:42:45,700 Jesus to bring it a little bit toward the ground. 518 00:42:49,840 --> 00:42:50,710 Something like this. 519 00:42:51,100 --> 00:42:57,110 Now we can see the shoe and now is the good place to place the shoe. 520 00:42:57,130 --> 00:43:03,040 Or here, maybe it's too much of Swiss cheese and bring it up a little bit. 521 00:43:06,680 --> 00:43:10,100 Still the game and now things go. 522 00:43:10,100 --> 00:43:11,810 A path of the shoe is on the ground. 523 00:43:11,820 --> 00:43:15,680 It means that it is touching the ground over here. 524 00:43:15,680 --> 00:43:20,000 So it's not on the air. 525 00:43:20,810 --> 00:43:22,120 So let's see. 526 00:43:22,520 --> 00:43:22,690 Okay. 527 00:43:22,730 --> 00:43:30,380 So I think it's good we can play around also with maybe with the neck. 528 00:43:30,770 --> 00:43:38,060 So this disabled the legs and go for the torso, maybe. 529 00:43:40,140 --> 00:43:41,520 The torso here. 530 00:43:42,330 --> 00:43:42,600 Yeah. 531 00:43:43,860 --> 00:43:47,760 And with this one over here, we can change. 532 00:43:51,850 --> 00:43:55,570 The neck and I want it to make it toward the camera. 533 00:43:55,570 --> 00:43:58,900 So it's facing the camera over here. 534 00:43:58,930 --> 00:44:02,920 So like it's waving its arms. 535 00:44:02,920 --> 00:44:07,870 Maybe I maybe a little bit bending towards the left. 536 00:44:08,530 --> 00:44:10,990 We'll give it more character as well. 537 00:44:13,520 --> 00:44:17,810 They get a little bit bent toward the left, but. 538 00:44:19,520 --> 00:44:20,840 You should actually. 539 00:44:21,650 --> 00:44:23,710 I should actually face the camera. 540 00:44:23,720 --> 00:44:26,360 We can do that with selecting the eyes. 541 00:44:29,500 --> 00:44:32,650 We're here and rotated, Mary. 542 00:44:34,090 --> 00:44:35,710 No, it doesn't work, it seems. 543 00:44:36,760 --> 00:44:45,730 Let's separate eyes, then separate the eyes and then rotate them separately. 544 00:44:46,900 --> 00:44:50,710 O p and then they are separated. 545 00:44:55,030 --> 00:44:55,930 Right click. 546 00:44:56,050 --> 00:44:58,960 So the origins of geometry for both objects. 547 00:45:00,400 --> 00:45:00,840 And. 548 00:45:02,890 --> 00:45:06,130 Select both objects or no. 549 00:45:06,870 --> 00:45:17,650 I just objects and then go here to transform pivots points and select the individual origin and then 550 00:45:17,650 --> 00:45:22,030 press r to rotate and rotate the eyes. 551 00:45:30,300 --> 00:45:33,300 Like this in the eyes needs more. 552 00:45:35,450 --> 00:45:37,310 Needs more reflection. 553 00:45:37,310 --> 00:45:43,370 So I'm just going to decrease the cause of the roughness all the way down over here. 554 00:45:45,500 --> 00:45:46,550 Something like this. 555 00:45:47,670 --> 00:45:48,010 Right. 556 00:45:48,020 --> 00:45:49,850 So you have some reflection on the eye. 557 00:45:50,670 --> 00:45:52,130 It looks much more bitter. 558 00:45:53,310 --> 00:46:01,310 So it's in the face to see if we can see any problems with the rigging. 559 00:46:02,000 --> 00:46:09,440 Even with the modeling, this is what we are going to present, what we are going to show other people. 560 00:46:09,440 --> 00:46:10,720 So this is important. 561 00:46:12,050 --> 00:46:17,750 So school here, maybe maybe we're here. 562 00:46:19,940 --> 00:46:23,180 Maybe the hands need to be a little bit inside, huh? 563 00:46:23,930 --> 00:46:31,640 So let's go to the polls again and then let's enable the fingers. 564 00:46:50,960 --> 00:46:53,420 And let's move it a little bit. 565 00:46:55,270 --> 00:46:57,430 Toward the right sides. 566 00:46:57,760 --> 00:47:00,100 So something like this. 567 00:47:04,050 --> 00:47:04,350 Right. 568 00:47:07,500 --> 00:47:11,970 And also, this finger looks doesn't look good. 569 00:47:12,180 --> 00:47:16,500 This finger over here, it needs to rotate to the right. 570 00:47:26,140 --> 00:47:26,590 It's good. 571 00:47:30,180 --> 00:47:32,850 Let's route that downward to. 572 00:47:37,440 --> 00:47:38,190 That looks good. 573 00:47:39,360 --> 00:47:41,850 And the other fingers still look. 574 00:47:41,850 --> 00:47:46,080 Okay, so let's move around again. 575 00:47:46,350 --> 00:47:47,370 This finger. 576 00:47:47,400 --> 00:47:50,130 I think we're going to leave it as that. 577 00:47:50,310 --> 00:47:54,420 That is looking good enough to me. 578 00:47:57,150 --> 00:47:58,170 This is our. 579 00:48:02,410 --> 00:48:03,130 Buckle. 580 00:48:03,290 --> 00:48:07,300 But the geometry here is not good here. 581 00:48:07,300 --> 00:48:10,660 We have very jagged areas over here showing the. 582 00:48:14,640 --> 00:48:16,170 Showing how little risk it is. 583 00:48:16,710 --> 00:48:21,090 We can go here and maybe increase the subdivision level and know it's fixed. 584 00:48:21,090 --> 00:48:21,540 So. 585 00:48:24,390 --> 00:48:24,750 Right. 586 00:48:27,710 --> 00:48:29,240 Let's move around again. 587 00:48:29,510 --> 00:48:30,460 Let's press control. 588 00:48:30,470 --> 00:48:32,300 Is space to go to this window? 589 00:48:33,050 --> 00:48:39,020 They move around and look for any problems you find. 590 00:48:40,090 --> 00:48:43,100 I think this is quite good right now. 591 00:48:46,940 --> 00:48:48,500 Maybe the teeth area. 592 00:48:56,520 --> 00:48:57,000 All right. 593 00:48:57,300 --> 00:48:59,210 That's good for now, I think. 594 00:48:59,430 --> 00:49:02,160 Let's press control s to save it. 595 00:49:02,790 --> 00:49:06,780 Now let's go to cycles and this C in cycles. 596 00:49:06,780 --> 00:49:17,400 How does it look right it sounds based on denies the news optics and let's set 256 for our renderer 597 00:49:18,480 --> 00:49:20,940 we can set the viewport to the highest amounts. 598 00:49:21,780 --> 00:49:27,150 Now let's see how it looks in cycles. 599 00:49:28,050 --> 00:49:32,730 Of course, we haven't done the lighting, lighting and all that. 600 00:49:33,270 --> 00:49:34,800 We're going to do that in the next video. 601 00:49:35,880 --> 00:49:44,670 But for now, I think this is a good pause right now, and this will do for our first case, a simple 602 00:49:44,670 --> 00:49:45,250 character. 603 00:49:46,620 --> 00:49:53,020 All right, in the next with you, you're going to make some lighting and do some lighting. 604 00:49:53,020 --> 00:49:54,840 We are going to make the volume. 605 00:49:55,560 --> 00:49:56,250 I think we are. 606 00:49:56,250 --> 00:50:04,170 I'm going to show you how to make volume, how to make particles insights, one that gets a good look 607 00:50:04,170 --> 00:50:10,800 in your render and do some good lighting and all that. 608 00:50:11,400 --> 00:50:13,320 So I hope this video is helpful to you. 609 00:50:13,470 --> 00:50:22,710 The whole process of pausing can be time consuming, but you need to have patience, maybe put on some 610 00:50:22,710 --> 00:50:30,120 good music and then think about a good pause or search on the Internet for a good pause that you can 611 00:50:30,120 --> 00:50:32,220 use to showcase your work. 612 00:50:32,880 --> 00:50:35,390 So that's it until next with you. 613 00:50:35,730 --> 00:50:36,180 Goodbye.